Enchanter:
Draw | Ability, Adventurer (levels 6+) Ability Seeker (levels 1 - 5) Spell, Adventurer (levels 6+) Spell, Seeker (levels 1 - 5) |
Take spell-points from another caster, or target, to use for yourself.
Modification-Point Cost (M.P.C.): 20 Prerequisites: . |
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Area of Effect: | 1 target. |
Avoidance-Roll: | Yes, Pit Intelligence vs. Intelligence. |
Casting Time: | |
Damage: | |
Duration: | |
Effect Time: | |
Explanation: | Enchanter takes 1-D6 spell-points from another (+1-D6 additional spell-points per 7 levels advanced). |
Hand Movement: | |
Healing: | |
Immunities: | |
Maximum Adjustment: | |
Notes: | |
Range: | |
Resting Time: | |
Special: | If you Draw spell-points, equal to, or more than, x2 the amount of spell-points a target has, it will negate the regeneration of that target's spell-points for 1-D12 x 3 hours. |
Spell Preparation: | |
Spell-points to cast: | |
Susceptibilities: | |
Value: |
Transpose | Spell, Adventurer (levels 6+) |
The finishing spell that brings an item prepared to life, activating the magic. See: "Molding Ball" in the Trade-Skill, "Alchemy".
Modification-Point Cost (M.P.C.): 60 |
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Area of Effect: | 1 target. |
Avoidance-Roll: | None. |
Casting Time: | 5 turns (25 seconds). |
Damage: | N/A |
Duration: | Permanent for permanently charged items. If the item has charges, the magic will work for the "Duration" of the item. |
Effect Time: | Instant. |
Explanation: | Transpose is the finishing magic that will bring to life a prepared item.
Example: If a toy soldier is crafted, Transpose will activate the magic that is within the toy soldier to enable it to walk, march, fight, etc. |
Hand Movement: |
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Healing: |
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Immunities: |
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Maximum Adjustment: |
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Notes: |
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Range: |
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Resting Time: |
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Special: | If you Draw spell-points, equal to, or more than, x2 the amount of spell-points a target has, it will negate the regeneration of that target's spell-points for 1-D12 x 3 hours. |
Spell Preparation: |
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Spell-points to cast: |
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Draw: (adventurer spell)
Enchanter takes spell-points to use for him or herself.
Modification-Point Cost: 20
Area of Effect: 1 target.
Avoidance-Roll: Yes, Pit Intelligence vs. Intelligence.
Casting Time:
Damage:
Duration:
Effect Time:
Explanation: Enchanter takes 1-D6 spell-points from another (+1-D6 additional spell-points per 7 levels advanced).
Hand Movement:
Healing:
Immunities:
Maximum Adjustment:
Notes:
Range:
Resting Time:
Special:
Spell Preparation:
Spell-points to cast:
Susceptibilities:
Value:
Maximum Draw: None.
Special:
If you Draw spell-points, equal to, or more than, x2 the amount of spell-points a target has, it will negate the regeneration of that target's spell-points for 1-D12 x 3 hours.
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Enchant Gem: (Ability, Adventurer (level 6+)
Enchants one common gem.
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Enchant Special Gem: (Ability, Adventurer (level 6+)
Enchants one special gem.
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Fools Gold: (Ability, Adventurer (level 6+)
Treasure appears, sparkling in all its glory, but it is not real.
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Mana: (Ability, Adventurer (level 6+)
1-D4 +1 spell-point regeneration per turn (+1 per spell-point per 7 levels advanced after learning this spell).
Maximum spell-point regeneration: None.
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Minor Draw: (seeker spell)
Enchanter takes 1 spell-point from another (+1 additional spell-point per level advanced).
Maximum Draw: 6
Special:
If you Draw spell-points, equal to, or more than, x2 the amount of spell-points a target has, it will negate the regeneration of that target's spell-points for 1-D12 x 3 hours.
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Minor Transference: (seeker spell)
Enchanter transfers 1 spell-point to another (+1 additional spell-point per level advanced).
Maximum transference: 6
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Quicken:
1-D12 +5 s.p. regeneration per turn.
Duration: 1 turn per 5 levels advanced.
Explanation: This passive ability has a % chance to instantly invoke when the caster is effected by any form of s.p. regeneration (i.e., a spell, ability, a treasure item, etc.), and will simply self-invoke, NOT taking up the turn, or an action, of the caster.
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Split-Resistance:
Causes a creatures resistances to be at 50% (rounded down).
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Transfer Enchantment: (Adventurer Spell (level 6+)
Transfer an enchantment over to a new item, adding to the quality of that item.
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Transfer Magic: (Adventurer Spell (level 6+)
Transfer magic over to a new item.
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Transference: (adventurer spell)
Enchanter transfers 1-D6 spell-points to another (+1-D6 additional spell-point per 7 levels advanced).
Maximum transference: None.
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Clusters to organize:
Destroy Enchantment:
Drains the magic and / or enchantment from an item permanently.
Evokened:
Gives aid to targeted during a trial test.
Exception:
Cast on armor that will usually block or hinder spell-casting, an ability, etc., and for a short time the armor will not hinder.
Expunge:
Eliminates traces of magic that are left imbedded within an item's structure, freeing it up for another use (erases: Spell-runes, Scrolls, Visors, Magic Maps).
Magic Detection: INSTALLED
Detects if a place item has any property of magic within or about it.
Man-at-Arms
+ 1-D4 damage on weapon for duration.
+1-D6
+1-D8
+1-D10
+1-D12
+1-D20
+1-D100
Restore lost Enchantment:
Restores enchantments lost due to a spell, or the items, which houses such enchantment, being broken.
Restore lost Magic:
Restores magics lost due to a spell, or the items, which houses such magic, being broken.
Starr Glyph:
Make something up.
Temporary Disenchantment:
Drains the magic and / or enchantment from an item temporarily.